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Project Zomboid
The Indie Stone Developer
The Indie Stone Publisher
2013-11-08 Release
Game News Posts: 218
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive (277498 reviews)
The Game includes VR Support
Public Linux Depots:
  • Project Zomboid Linux Depot [1.41 G]
Sway of Things


Hey all, heres whats happening.

BUILD 40


Build 40 is for all intents of purposes done now, with one addition that might need a few fixes that well explain the reasoning behind below. On Tuesday we releasedVersion 40.26to the IWBUMS public beta. As we forecastlast week, this contained:
  • New, rare, inventory clothing types to better insulate players.
  • Thunderclaps when players are banned on a server. (Optional)
  • Better admin control over weather effects
  • Fixed map bugs. Fixed missing vehicle skids sounds in MP. Fixed broken MP car locks. Fixed container bugs. Lots of other fixed bugs.
Being the first product of Bitbaboon Steves new internal autobuild system though, there were a few teething troubles that caused issues for our Linux server operators. Which has expedited the release of todays Version40.27. This contains remedies for annoying small tree collisions, and car battery fun.. but predominantly it contains the below.

SHAKE IT


Were pretty happy with the fog, mist, storms, improved snow and other general additions of Build 40 but something we werent 100% satisfied with was getting an indication of wind speed and direction across to the player. There just werent any indicators on-screen, and we werent making the most of a lot of the work on the simulated climate and weather systems. It was something of a blemish on an otherwise really cool feature. And so Turbo scurried off to his experimentation chamber and https://www.youtube.com/watch?v=uO-RkLWUF_Q This is now playable on the IWBUMS beta, but will need some balance and feedback from testers as to how strong the effect should be at different wind speeds. We also, clearly, need to know if anyone notices any change in performance. Right now, trees sway slightly in low wind and in storms, especially, at night theyre a bunch more atmospheric. (Well also be adding in better wind, and other, SFX in Build 40 patches.) https://www.youtube.com/watch?v=Qq3WR8bq2hY Through building this system into the game, Turbo has also unlocked some helpful visual niceties that the game has needed for a long time. They will also be of huge benefit to our players who are hard of hearing. In this build, this includes:
  • Doors shaking when zombies hit them
  • Locked doors shaking when the player tries to open them
  • Trees shaking slightly when the player is chopping them down.
  • Trees rustling when the player, or zeds, walk through them
  • Trees shaking after car collisions
Please note, however, that in the current IWBUMS beta the bigger trees move too much in response to player/zed actions and some of the SFX are a bit off. Heres a compilation vid of the new feature: https://www.youtube.com/watch?v=Vo80PqbvUXI

BUILD 41


Work continues with the TEAs preparation for the entire team moving onto animations once 40 is final and patched, a lot of it under the bonnet kinda stuff. A big improvement to the animation system and tools is the ability to clone animation states and override aspects of them without needing to completely duplicate the state logic that drives it. An example of this would be for handling (quite literally) weapons while walking, strafing or attacking. We can now define the core states for handling walking, strafing, sneaking, attacking without a weapon equipped, and then creating other states using that as a template that say hold a one handed weapon, or a gun, and substitute animations while still retaining all the logic tying together and blending the animations with the gameplay. Functionality such as this will speed up Animator Martins job of implementing all these states into PZ, and cut down the replication of work from the coders once were all inside the system.

OTHER STUFF


  • Wed like to welcome ChrisW back to our bank of coders, who will be picking up where he left off with theSims stylecutaways wed like to make internal building navigationa bit slicker.
  • As mentioned last week RJ is now working with Xeonyx, creator of New Denver, to help debug his new Hollywood Studio map and come up with an Official PZ Challenge system for it for when its added to the main game. Heres another screenie from it.


This weekssunday servicefrom KurtZ. A general list of stuff added to PZ, and vids of features being worked on, is kepthere so you dont have to plough through endless dev blogs for info.The Centralized Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send blogs like this and patch notes direct to your mailbox. We also live on Twitterright here!Our Discordis open for chat and hijinks too.


[ 2018-10-18 21:22:59 CET ] [ Original post ]

Project Zomboid is an open-ended zombie-infested sandbox. It asks one simple question – how will you die? 

In the towns of Muldraugh and West Point, survivors must loot houses, build defences and do their utmost to delay their inevitable death day by day. No help is coming – their continued survival relies on their own cunning, luck and ability to evade a relentless horde.

Current Features


  • Hardcore Sandbox Zombie Survival Game with a focus on realistic survival.
  • Online multiplayer survival with persistent player run servers.
  • Local 4 player split-screen co-op
  • Hundreds of zombies with swarm mechanics and in-depth visual and hearing systems.
  • Full line of sight system and real-time lighting, sound and visibility mechanics. Hide in the shadows, keep quiet and keep the lights off at night, or at least hang sheets over the windows.
  • Vast and growing map (loosely based on a real world location) for you to explore, loot and set up your fortress. Check out Blindcoder’s map project: http://pzmap.crash-override.net/
  • Use tools and items to craft weapons, barricade and cook. You can even build zombie proof forts by chopping trees, sawing wood and scavenging supplies.
  • Deal with depression, boredom, hunger, thirst and illness while trying to survive.
  • Day turns to night. The electricity falters. Hordes migrate. Winter draws in. Nature gradually starts to take over.
  • Farming, trapping, fishing, carpentry, cooking, trapping, character customization, skills and perks that develop based on what you do in-game.
  • Proper zombies that don’t run. (Unless you tell them to in the sandbox menu).
  • A ton of amazing atmospheric music tracks by the prodigy that is Zach Beever.
  • Imaginative Challenge scenarios and instant action ‘Last Stand’ mode, on top of regular Sandbox and Survival 
  • Full, open and powerful Lua modding support.
  • Xbox Controller Gamepad support on Windows. [Others pads can be set up manually. Gamepad support not currently available on Mac]

    We’re a small team at the moment, but we’re also committed to providing the following:

    Planned Features:


  • The return of our PZ Stories mode that also serves as first ever tutorial actively trying to kill you at every turn. Kate and Baldspot return!
  • In-depth and varied NPC encounters driven in a persistent world, powered by a metagame system that turns each play-through into your very own zombie survival movie with emergent narrative gameplay.
  • Constant expansion of the countryside and cities around Muldraugh and West Point
  • Full wilderness survival systems, animals and hunting for food.
  • More items, crafting recipes, weapons and gameplay systems.
  • Steam Workshop and Achievements support

For more details on the game follow us on @theindiestone or visit http://www.projectzomboid.com

A huge thanks to the wonderful MathasGames and Dean Cutty for making the awesome intro video. If you love indie games their channels are well worth a sub.

MINIMAL SETUP
  • Processor: Intel 2.77GHz Quad-core Ubuntu LTS 16.04/Steam Machine. Requires Libgcc 6 or higherMemory: 8Gb RamHard Disk Space: 5gigVideo Card: Dedicated graphics card with 2 GB of RAM minimum. OpenGL 2.1 and GLSL 1.2 support (generally 2012 or newer) Sound: FMOD compatible sound card
  • Memory: 8Gb RamHard Disk Space: 5gigVideo Card: Dedicated graphics card with 2 GB of RAM minimum. OpenGL 2.1 and GLSL 1.2 support (generally 2012 or newer) Sound: FMOD compatible sound card

GAMEBILLET

[ 6080 ]

25.19$ (16%)
16.79$ (16%)
7.54$ (16%)
4.00$ (80%)
17.59$ (12%)
4.24$ (79%)
9.84$ (51%)
39.95$ (11%)
1.00$ (90%)
1.50$ (90%)
4.95$ (17%)
5.78$ (17%)
4.47$ (78%)
1.00$ (90%)
1.00$ (90%)
16.79$ (16%)
16.79$ (16%)
25.74$ (57%)
8.39$ (16%)
49.77$ (17%)
33.17$ (17%)
7.68$ (87%)
4.47$ (55%)
16.59$ (17%)
3.14$ (84%)
22.98$ (23%)
13.14$ (12%)
8.89$ (11%)
2.50$ (90%)
12.44$ (17%)
GAMERSGATE

[ 1481 ]

9.0$ (70%)
1.0$ (80%)
1.0$ (90%)
2.0$ (90%)
5.28$ (82%)
3.48$ (83%)
3.0$ (50%)
2.61$ (83%)
3.0$ (85%)
7.92$ (74%)
0.56$ (81%)
8.0$ (60%)
3.52$ (82%)
0.87$ (91%)
1.6$ (80%)
16.0$ (60%)
14.18$ (68%)
7.0$ (65%)
5.0$ (80%)
2.0$ (90%)
1.6$ (80%)
1.8$ (82%)
1.31$ (91%)
2.18$ (78%)
0.75$ (92%)
4.0$ (80%)
1.76$ (82%)
0.6$ (88%)
5.0$ (75%)
6.0$ (80%)
MacGamestore

[ 2067 ]

17.49$ (12%)
2.99$ (85%)
1.99$ (80%)
1.19$ (76%)
1.42$ (93%)
1.99$ (60%)
1.49$ (85%)
6.49$ (84%)
3.99$ (90%)
15.99$ (20%)
1.99$ (60%)
1.99$ (80%)
6.24$ (75%)
0.99$ (80%)
2.48$ (83%)
1.29$ (84%)
1.19$ (91%)
0.74$ (75%)
1.19$ (60%)
1.69$ (72%)
1.19$ (88%)
1.10$ (89%)
1.24$ (75%)
1.09$ (82%)
2.49$ (75%)
1.10$ (86%)
15.89$ (21%)
26.99$ (10%)
1.19$ (88%)
1.19$ (76%)

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